Logic auto: Difference between revisions

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[[Image:logic_auto.png|left]] {{DISPLAYTITLE:logic_auto}}
{{base point|logic_auto}}


{{base point|logic_auto}} It fires [[output]]s immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map.
== Entity description ==
[[File:logic_auto.png|left]] Fires [[output]]s immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map.


If the "Remove on fire" flag is set the <code>logic_auto</code> is deleted after firing. {{todo|This ''may'' cause problems with delayed outputs.}}
If the "Remove on fire" flag is set, the <code>logic_auto</code> is deleted after firing. {{todo|This ''may'' cause problems with delayed outputs.}}


{{warning|Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}}
{{warning|Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}}


== Keyvalues ==
== Keyvalues ==
 
{{KV|Global State to Read|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set.}}
; Global State to Read <code><choices></code>
:{| class=standard-table
: If set, this specifies a [[env_global|global state]] to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set.
! Value || Description
:* Gordon pre-criminal
|-
:* Antlions are player allies
| <code></code> || --- None ---
:* Suit sprint function not yet enabled
|-
:* Super phys gun is enabled
| <code>gordon_precriminal</code> || Gordon pre-criminal
:* Friendly encounter sequence (lower weapons, etc.)
|-
:* Gordon is invulnerable
| <code>antlion_allied</code> || Antlions are player allies
:* Don't spawn seagulls on the jeep
|-
:* Game is running on a console
| <code>suit_no_sprint</code> || Suit sprint function not yet enabled
:* Game is running on a PC
|-
| <code>super_phys_gun</code> || Super phys gun is enabled
|-
| <code>friendly_encounter</code> || Friendly encounter sequence (lower weapons, etc.)
|-
| <code>gordon_invulnerable</code> || Gordon is invulnerable
|-
| <code>no_seagulls_on_jeep</code> || Don't spawn seagulls on the jeep
|-
| <code>is_console</code> || Game is running on a console
|-
| <code>is_pc</code> || Game is running on a PC
|}


== Flags ==
== Flags ==
* 1 : Remove on fire
* 1 : Remove on fire


== Outputs ==
== Outputs ==
; <code>OnMapSpawn</code>
{{IO|OnMapSpawn|Fired when the map is loaded for any reason.}}
: Map has been loaded for any reason.
{{IO|OnNewGame|Fired when the map is loaded to start a new game.}}
; <code>OnNewGame</code>
{{IO|OnLoadGame|Fired when the map is loaded from a saved game.}}
: Map has been loaded to start a new game.
{{IO|OnMapTransition|Fired when the map is loaded due to a level transition.}}
; <code>OnLoadGame</code>
{{IO|OnBackgroundMap|Fired when the map is loaded as a background to the main menu.}}
: Map has been loaded from a saved game.
{{IO|OnMultiNewMap|Fired only in multiplayer, when a new map is loaded.}}
; <code>OnMapTransition</code>
{{IO|OnMultiNewRound|Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.}}
: Map has been loaded due to a [[trigger_transition|level transition]].
; <code>OnBackgroundMap</code>
: Map has been loaded as a [[Menu Background Map|background to the main menu]].
; <code>{{EP2 add|OnMultiNewMap}}</code>
: Fired in multiplayer when a new map is loaded (in addition to the outputs above).
; <code>{{EP2 add|OnMultiNewRound}}</code>
: Fired in multiplayer when a new round is started.

Revision as of 22:53, 8 June 2011

Template:Base point

Entity description

Logic auto.png

Fires outputs immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a global state before firing, which allows you to fire events based on what took place in a previous map. If the "Remove on fire" flag is set, the logic_auto is deleted after firing.

Todo: This may cause problems with delayed outputs.
Warning.pngWarning:Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.

Keyvalues

Global State to Read ([todo internal name (i)]) <choices>
If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set.
Value Description
--- None ---
gordon_precriminal Gordon pre-criminal
antlion_allied Antlions are player allies
suit_no_sprint Suit sprint function not yet enabled
super_phys_gun Super phys gun is enabled
friendly_encounter Friendly encounter sequence (lower weapons, etc.)
gordon_invulnerable Gordon is invulnerable
no_seagulls_on_jeep Don't spawn seagulls on the jeep
is_console Game is running on a console
is_pc Game is running on a PC

Flags

  • 1 : Remove on fire

Outputs

OnMapSpawn
Fired when the map is loaded for any reason.
OnNewGame
Fired when the map is loaded to start a new game.
OnLoadGame
Fired when the map is loaded from a saved game.
OnMapTransition
Fired when the map is loaded due to a level transition.
OnBackgroundMap
Fired when the map is loaded as a background to the main menu.
OnMultiNewMap
Fired only in multiplayer, when a new map is loaded.
OnMultiNewRound
Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.